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  1. Short description: In game when you are roleplaying a gang member, you want different ways to represent your gang. There's many ways of doing it like social media, wall banging, gang signs, your hood call (ex. bloods say suwoo or relli) etc. The server already has social media like Facebrowser. As a reputable & consistent gang/hood roleplayer, I'd like for a visual aid of these in-game gangs' representation. Detailed description: The Police: As a member of the LSPD that regularly patrols the South Central-Davis-Watts areas, it's highly likely that you can identify what gangs are in those areas. It enhances your roleplay a bit when your police character can identify gang signs and graffiti. It'd be awesome to throw up a tag at the Davis Mega Mall and to pass by 10 minutes later seeing the gang unit taking pictures and investigating exactly who that gang is. As for gang signs, it'd be dope to have an experienced gang unit cop confronting youngsters from the aforementioned areas for throwing up gang signs and possibly taking them to jail for it (situations vary). Gangs: Right now in the gang community, it's growing and prospering with in-game factions like South Side Carson Crip, South Central Hoover Criminals, Rollin 60 Neighborhood Crip, Rollin 90 Neighborhood Crip, Chamberlain Varrio Tortilla Flats 13, Hillside 13, Culver City, Bridge Street etc. It'd be nice for each in-game gang to push the boundaries of a rival hood and hit up at their enemies turf. I'm sure that all of the gangs named are partaking in realism. Los Santos, San Andreas is based on Los Angeles, California and most of the gangs I've named are probably looking to mirror that inspiration just for gangs. So why not? Everyone that knows about LA/SoCal Bloods/Crips/Sureno gangs knows that graffiti is apart of the culture. Gangs signs are also poignant, they provide a major part in gang life as members of a gang use these to represent their gang/disrespect other gangs. It's pretty much the same as tagging just with your fingers. How gang signs and tags can work in game?: For gang signs it could be done like how we have the attributes system, you type in the command and input what gang sign your character throws up when you do /gsign or what tag your character sprays on the wall as well as a color when you do /gtag. Like for example, it'd go something like this: /gang (to bring up UI with chat box just like /attributes [Top Box = Graffiti] [Bottom Box = Gang Sign]) /gsign (pops up as an /ame and in-game chat as a /me without the * at the beginning) [Also plays the gang sign animation for a quick moment] /gtag (an instance of /createscene with a 24 hour time limit so people can get on later in the day and roleplay around it without the ((Player Name)). It can look something like this: Character Age -> Graffiti / Character Desc. -> Gang Sign How it can be controlled/Cons?: [-] Trolls that abuse these commands can be reported with ajails/bans [-] Place a limit of 3-5 tags a day so players don't abuse the script all over the place. [-] Depending on the size of the tag, have the letters pop up slowly one by one (anywhere from 3 seconds to 25 seconds) [-] Require actual roleplay during tagging sequence [2-4 letters pops up each roleplay line {depending on size of tag} / if interrupted then whatever is sprayed remains] Commands to add: /gsign (automatic /ame and /me) | /gang (attributes UI) | /gtag (automatic /createscene without the ((name)) or Arial font tags on wall) Items to add: Gang sign animations from single player and Spraycans ($1,000) from the local 24/7 stores How would your suggestion improve the server? The tagging could help roleplay in general around the hood, it's classic gangbanger tradition that could bring roleplay not only to gangs but to LSPD's gang unit, it could help them better identify what gangs are in what area and who is beefing with who. The tagging can also help put Faction Management on notice as to what unofficial gangs are starting up and are active in-game. The gang sign command can be a great addition to gang roleplay to create an authentic visual look to the gang/hood roleplay scene. Additional information: N/A
    14 points
  2. Psychologist and Patient roleplay Hello everyone. In this guide I will try my best to give you an overview of how to roleplay a Psychologist and also how to interact with one if you decide to roleplay a patient. What is a Psychologist and what does he/she study? A psychologist studies normal and abnormal mental states, perceptual, cognitive, emotional, and social processes and behavior by experimenting with, and observing, interpreting, and recording how individuals relate to one another and to their environments. What does this mean? A psychologist technically is someone who even has the authority to conduct social experiments for research purposes, if allowed by the Psychologists Ethics Board. A Psychologists can be anyone. That tittle can be claimed by anyone and can be used to scam if the person wishes too. Now how to confirm if someone is a proper psychologist, and he/she is actually roleplaying a good intent? Usually the prefered terms are Clinical Psychologist and Counseling Psychologist. Anyone who uses such tittle for himself and still tends to scam or do it only for money should be reported for poor portrayal. Now, what is the difference? Anyone who has a level of BA(Bachelor) education, can be a psychologist, but to be a Clinical Psychologist or Counseling Psychologist you require a level of Phd(Doctorate), which usually takes up to 9 years to finish. What is the difference between a Psychologist and a Psychiatrist? (Patients read this) Usually players tend to create character with symptoms that sometimes a psychologist can't help with. This happens because of the misconception that comes with the before mentioned terms. We already mentioned above what is a Psychologist, but what about the Psychiatrist? A Psychiatrist is someone who treats mental health conditions like, schizophrenia, depression, bipolar disorder, eating disorders and addiction. Psychiatrist are medical doctors, psychologists are not. Psychiatrists prescribe medication, psychologists can't. Psychiatrists diagnose illness, manage treatment and provide a range of therapies for complex and serious mental illness. Psychologists focus on providing psychotherapy (talk therapy) to help patients. Great! Now you know how to tell the difference. How to get started? Now that you've accumulated the information above, you're ready to create a character and dive into the roleplay. Well no! Sadly a psychologist needs a workspace. You'll need an office, that can have at least a couch and a sofa. If you already have those it's awesome, but if you don't, there are a few options. First you can rent a place. Working from home is a great solution. If you're looking forward to be more appealing, then it's best if you have an office. Those can be easily obtained with a lease request forwarded to Property Management through the UCP system, and they're affordable. Another option is working somewhere. The server currently has many options for you to get started. Factions like Government and Police Department usually open their applications for civil positions, where they will require a psychologist. Another way to work for someone is a clinic. Players open private clinics, like Hope Health Clinic for example, and they tend to hire a wide range of staff, in order to have a variety of employees with one field of expertise. "I have a workplace, what do I do now?" When working by yourself, in your house or office, you'll need to start advertising your activity. Make sure to leave your phone number. What is important is not to overlap appointments. Set rules for yourself. How long do you want the sessions? How much will you charge per session? That is, if you'll work by yourself. Now when working for others you don't have much freedom. Let's work with the three examples. Government, PD, and Clinics. In government you'll be hired by the Public Social Services department. You will answer to a director and what needs he or she will have. There will be times that you will be called for projects. ICly you will be needed to provide your point of view on a project that will impact the civil populace and give your opinion on what is more benefitial for them. Another duty you will have is the welfare of staff. Being reponsible for employees mental health and stability is a psychologists job. I will not mention PD as the only job you have there is the welfare of staff. Now when it comes private clinics, you will be provided with a workspace. The owner/manager will advertise the clinic as a whole. If there are patients that will require a psychologist, you should be up to the task for it. Working alone is nice, but I recommend working with others as it gives more dynamic to your roleplay. None the less, it's your choice and your style of roleplay. "I have a patient!" (Patients read this) Great! Now you have a patient. If you're lucky the patient is someone who has visible symptoms and is expressive with his behavior, and you're able to finalize a diagnosis. But what if the patient is not that cooperative? Well you start making basic and simple question like, "Why are you here?" "What do you think is wrong with you?". If you're someone who can come up with better solution of how to make someone talk is even better. What I would suggest is that you, as the psychologist, use a fair amount of /do that would ask for any visible trait, or for any repetitive behavior. Anything that might give you a lead and start tracking down the root of the problem. On the other hand you have to expect the player behind the patient to give you a lead. This is a very delicate roleplay, and if the patient decides to roleplay a cold attitude, no generic behaviors, blank facial expression and give short cut answers, then you have no chance of breaking down that patient. It's not the psychologist foult, it's the patients. You patients roleplay have to realise that this type of roleplay is to help your characters. If you decide to give nothing about your character to the person roleplay a psychologist, then there is nothing we can do. In game is really hard to decipher a characters mind, so you have to be collaborative. Just a little paragraph as why I should be a reliable guide. I've roleplayed as a Psychologist for a while now. I'm currently roleplaying as part of government, a volunteer in a lower class clinic, and I take private appointments. I've doing this for the past 6 months. Meanwhile in real life, I've studied 1 years Human Behavior. A part in the field of psychology that explains why a person acts a certain way, or why a person does a simple action like standing, in a specific way. My knowledge is not on an academic level, but I've practiced for a while. I hope this guide can help those who want to roleplay a psychologist or those who want to roleplay a patient. Thank you for reading.
    10 points
  3. Feature Showcase: Dynamic Fire Script Introduction The dynamic fire script is a fully customizable and dynamic system allowing for the creation and modification of fires in-game without a server restart. The old system was clunky, broken, with disappearing fires and wouldn't allow choosing specific position and settings for fires. This new system is made for everyone to be able to use it and bring something that works - all players will now have access to a command to request fires for their roleplay needs. Goals This system was created with two main goals in mind. These are as follows: To provide more in-depth, varying roleplay for the Fire Department. This is achieved through fires being fully customizable from the type of fire that spawns; how it looks, to how long it takes to extinguish and even how far or how fast it spreads. To help facilitate arson or fire roleplay through synchronized fires that can be seen by everyone. Previously, due to RageMP limitations, fires may not be seen by everyone present, which makes these scenes confusing and hectic. Now that the fires are synchronized, everyone present will have a clear idea of the fire and the extent to which it has caused damage. Key Components This system comes with two key components: the fires themselves; and the ability to fight these fires. The Fires Firstly, the fires. Fires can be created by an administrator level 2+ or high ranking Fire Department member (Deputy Chief+) using /firemanager. These fires are stored in the database, and can be customized at any time. Fires can be created, edited, deleted, teleported to or extinguished if active while in-game with the admin panel in /firemanager. Each fire has the following attributes: Origin (X, Y, Z): where the fire originated from in the world. Chance to Spread: The % chance every time the aggression timer ticks that the fire will spread (assuming it can spread!) Aggression Time: A timer which will run every X seconds (X specified by the user). Once this timer elapses, there is a chance for the fire to spread - or for the fire to be destroyed ("knocked down") if all the flames have been extinguished. Max Lifespan: The maximum lifespan of the overall fire in minutes. This is usually where the fire has run out of oxygen or fuel and can no longer sustain itself. Max Spread Radius: In metres, the maximum distance about the origin that the fire can spread (circular). Max Children: The number of smaller fires that can be created from the origin fire. Minimum FD online: As a fire can be made more or less intense by the creator, this regulates the number of qualified firefighters online (rank 2+) so that the fire does not go unattended when spawned. Particle Info: There are over 400 different fire particles in GTA V. To make things simple, 8 of the easiest to use fire particles have been stored. These have varying effects from spreading along the ground, to killing the player if they get too close. Images for the different fires can be found below: Max Child Lifespan: The maximum time in minutes that a child fire from the origin can survive before it extinguishes due to a lack of fuel or oxygen. Child fires will have a health randomly selected between 1 minute and this value to prevent the fire from becoming stale. Max Child Health: The maximum health that the child particle has. By default, 100. This is reduced by attacking the fire with the extinguisher or hose. The higher this value, the longer the fire takes to be extinguished. Child fires will have a health randomly selected between 1 and this value. Fighting the Fires Fires can be fought with two main methods: a fire extinguisher, or a hose. The fire extinguisher is used as always - aim at the fire and left click. This should be sufficiently roleplayed as Fire Extinguishers may deplete. Secondly, the hose. This hose can be taken from a Fire Truck with /hose. This will allow the player to hold a hose that fires a stream of water at a given point. The red marker is where the hose is hitting and is the de-facto hitbox for the hose. This should be placed over the fire you wish to extinguish, and can be controlled with PageUp or PageDown to raise or lower the marker respectively. Fire spawns Fires will randomly spawn for the fire department to handle, and all roleplayers can also request a fire with /requestfire <description> for admins to help them spawn a fire based on their need.
    9 points
  4. 5 points
  5. ** The following screens of RP, have all been collected from RP thats been conducted over the last few weeks or so.** A few weeks ago.. A few days later.. A couple of days later on.. The next day.. A short while later.. The final product.
    4 points
  6. Hello everyone. Upon discussing with some people of the community, I found that this is a common complaint for people. When working roleplay jobs, as we all know, you have to be either; Actively putting /mes out every minute, or, Actively typing something out every minute in IC chat, so that the one minute timer doesn't stop counting. These are the rules regarding active roleplay shifts as far as I'm aware. These two rules create some problems for the people working non-script jobs such as; Having to put out /mes that either make no sense or written for the sole purpose of keeping the timer active. People spending several hours on job, only getting paid for that 1 hour of active roleplay during worktimes because customers were scarce. Thus turning the roleplay jobs into something of unrewarding, tedious processes. A rebuttal you may come up with to those complaints and problems; Roleplay jobs should not be for the sake of money, but roleplay. You shouldn't be getting paid for standing around anyways. I understand these come-backs. But let's look at the real-life counterparts of "roleplay jobs" and answers to those rebuttals; Even if you're roleplaying the job, for the sake of roleplay and not money, this doesn't mean it's supposed to be something you should spend your whole day for some RP possibilites and get rewarded for a small portion of the day. Promoting roleplay should be number one priority, that should come with rewards. If you were wroking a retail job, a kitchen job, a tattoo artist etc., you wouldn't get paid for 1 hour of work for your interaction with customers, but your time spent there. Now then, what could be done regarding this, without promoting idling after you /startshift? Maybe; Rework the timer system so that the timer doesn't stop for several minutes after you put out a /me, maybe 5-10 minutes. Decrease the time required for active roleplay timer wage. Let the /me or actively typing IC increase the time spent by longer intervals. Example: Each /me counts as 5~ minutes going towards your active roleplay timer. Considering how some script jobs such as Garbage Man pay 3.1K for ~20 minutes of no roleplay, I believe actively roleplaying for 60 mins straight without missing a beat should either be made easier or more rewarding. Thank you for taking your time to read and your in-advance constructrive criticism or ideas of your own. Excuse me for providing wrong information if I have any regarding the rules.
    3 points
  7. The situation is still being seen as far too black and white. Should anyone be shaking down the 18 year old kid behind the counter at the 24/7 instead of speaking to someone on the corporate level? Of course not. As people have said dozens of times in the previous posts - REPORT IT for bad portrayal. The black and white remarks of "oh I'm legal" are still plastered over this thread and it gives me a laugh. You're not legal, you're not illegal. You're a person, a character. It's not as clear cut and divided in reality and it shouldn't be in game either. Having been an integral part of FM last year, and having commited 2 CKs in my 3 years on this server? I can tell you an app will not and can not be accepted over the simple reason that "they didn't accept my extortion attempt" UNLESS you threaten their life in the moment which is never a wise idea in any high tension situation (common sense counts for something, doesn't it?). You need to show proper escalation of conflict, and beating up the kid at the cash register before coming back to CK the owner doesn't cut it. As for the remarks about how the '90s are gone. Here's a snippet from a news release in 2017 regarding the Genovese crime family in NYC and their still active extortion rackets: Imagine if the business community got together ICly that were fed up with extortionists and the lack of protection from law enforcement and involved city council in a protest for better law enforcement in the community? Wow, talk about a fantastic roleplay opportunity. Instead the effort is being wasted crying on a forum thread. @UTOPIA and @Eriks said exactly what needed to be said. This is now just dragging on pointlessly.
    3 points
  8. The first step is establishing an actual city council, instead of having the entire legislative process controlled out-of-character or dictated through executive orders. The whole point of a political party is to get their candidates elected to public office, full-stop. If there aren't elections, if there aren't elected offices, we obviously shouldn't expect a lot of roleplay around political parties. Finally, a city council must have teeth to do its job. Passing laws, oversight of government departments, and authorizing/appropriating funding for government programs. Otherwise it's just window dressing.
    3 points
  9. I remember this from months ago! Good times!
    2 points
  10. you really thought you did something there
    2 points
  11. 2 points
  12. Thank you so much for the kind words. When I made Sakura, I made her just because I wanted to create something new and unique from a sex worker's background to see how hard of a challenge it'd be, both mentally and physically to disconnect from that kind of life. I made her around the end of January I'd say and I would've never thought that she'd have got this far and kept being interesting for me to play. It went from coming to Los Santos to pursue a more elegant lifestyle, something that probably everyone dreamt about at one point to doubting her employment and what she was doing with her life, to dealing with the loss of the only real friend that she had. Now that Samantha Falcone (@Frezemis) character had passed away, I aimed to create the deep delving side of what a person would go through - whilst sticking to the realism of life. Usually when things like these happen ingame, it either results in somebody turning into a total psychopath OR they end up killing themselves. Just note that when Samantha's talking to her in these scenarios, it's not because she's communicating with a ghost. It's her mind still not letting go that Samantha Falcone was gone and to never return. She's still alive in Sakura's head, even when she watched her get wheeled away on a gurney with a white sheet over her. Thanks again, I really really appreciate the feedback.
    2 points
  13. Short description: Replace the red 'remove contact' icon with a cogwheel, leading to another menu which lets characters edit the contact details, or remove the contact. Detailed description: See short description. Commands to add: The ability to edit contact details, just like when adding a new contact. Items to add: None. How would your suggestion improve the server? Being able to edit contacts rather than removing and re-adding them is a quality of life improvement. This is an option on pretty much every phone sold in the last 20 years. Additional information: None.
    1 point
  14. Short description: Prolong drug effects. Detailed description: Drug effects should last longer than they do now, for at least 10-20 minutes (depending on a drug), and to gradually wear off rather than to have the effect simply disappear. How would your suggestion improve the server? It'd be more immersive.
    1 point
  15. ABOUT US STAND UP Inc. is based upon changing the lives of those caught in the street life, which involves drugs, guns, violence, and prison. STAND UP will provide resources to youth, men and women in and out of the prison system. We believe that the need for change is understanding that individuals, especially our youth. STAND UP believes in the power of a healthy body, a nurtured soul and a curious mind; we believe that our past mistakes offer critical stepping stones from which to learn and teach. We want to help people draw on their innate intelligence while understanding their emotions in order to transform negative behaviors into positive achievement. STAND UP is committed to making positive change by reaching out to residents of all ages in communities ravaged by gun violence and gang activity. By providing tools and resources to young and old alike, STAND UP helps people reflect, learn, act and evolve to embrace the healthy, caring, stable individual within, and to transform the surrounding community through positivity and activism. LIFESTYLE REFORM For those striving to create a change in their lives STAND UP allows formerly incarcerated individuals to positively transition into the community. This support group provides assistance and an outlet for these individuals to make a positive change in their life and the community. The Cure Violence Model is oriented around selected members of the community, who provides assistance to “at risk” individuals and the community through conflict mediation, community engagement, and transitional support. Approaching violence in this way allows for behavioral changes and positivity to arise within individual lives and our community. END POLICE ABUSE STAND UP's goal is to protect the human and civil rights of black individuals in their encounters with law enforcement and detention facility personnel. We aim to promote the accountability of law enforcement officers and their employers for violations of the Constitution and the laws of the United States, and engage in direct lobbying action to offer solutions. CONTACT US For more information, or to enroll in STAND UP programming, please contact [email protected].
    1 point
  16. I'd like to focus especially on what you said here. If I'm not wrong, GTAW tries to focus on providing an experience as realistic as possible. This includes picking out jobs that suits the background of your character, not just "finding something more fun to do." For someone who's defending "roleplay for the sake of roleplay", I don't think "finding something more fun to do" should be an option when your character has settled in with a job that suits their background. This also should include idling in an empty shop when you have to, because in a real life service industry situation, you don't just constantly serve people and walk out on the job to find something more fun to do when there are no customers just trickling in. Your background, your skill set, you education etc. are the factors affecting your options when picking a job. Difference between the game and the real life counterpart is, you also get paid for idling in a shop. That is obviously not to say "pay people for idling in the shop from now on" altogether. So in the game, hopping through jobs and enlisting yourself in 10+ item /stats page of jobs or "asspulling" skills to your liking and the /ad and /bad job offerings, and just picking out whichever's more fun at that given time should be looked down upon. And the issue I presented isn't just reflecting on the scripted jobs such as Parlors, Jewelery, 24/7 etc. This applies to player owned businesses as well, where you are playing as a waiter, a chef, bartender, guard and so on. Not everyone in Los Santos has a degree in law, justice, medicine or ways they can just be paid money by talking or putting out /mes without the active roleplay script timer like auto-dealerships or customers actively purchasing something. I'd like to hear more constructive critism, such as solutions or reworks, or even counter solutions by the community instead of outright negativity. This is a complaint that is being presented and asking to be appealed. Not some "quick buck" guy asking to be paid more for something less.
    1 point
  17. Great dev, keep it up.
    1 point
  18. More homeless RP would be nice, I used to do that when I RPed back in SAMP and Minecraft and it was great, the things that you can hear while talking with the other bums on the street and the stuff that can happen are pretty cool.
    1 point
  19. Extortion is a weird issue on rp servers because it seems a lot of illegal factions are stuck in the 90s. Either gangs color coat for some weird reason or the mafia walks into your business like it's 1995 and demands money. There's also extortion that makes no sense, like extorting a 24/7, which is like a mafia walking into a 7/11 and demanding the random clerk who's getting paid 8 dollars an hour to tell them who the owner is, again a 7/11, it makes zero sense.
    1 point
  20. It's not so much that I don't want to see factions shut down period, but I want us to have to work for it and not have the other party feel like we got an ''easy'' win. This is why I previously refrained from allowing undercover officers to insert themselves into factions, because the tool is simply too strong. I would only ever authorize that if things go too far (i.e. faction starts to commit mass murders and they NEED to be taken down. That hasn't happened here yet, though) Wires, moles and trackers however level the playing field. It's not necessarily easy for the police department to obtain, because it requires us (any law enforcement factions with investigators) to obtain serious information about person x, property x, you name it, before an electronic surveillance warrant will be granted. I know we previously spoke about arrest / search warrants in topics other then this one, and the same (if not more stringent) requirements will be tied to obtaining these warrants. Surveillance is the name of the game, and it's already given the police department (through a considerably high amount of work) the opportunity to gain a lot of information, but it's always shy of giving us that hammer we need to hit the proverbial nail in the head. I have a history of being a vice / organised crime investigator personally, as that's what I previously did on the community I played before I joined GTAW and it will always have a special place for me. I was personally a big part of spearheading the movement to get this added to the server. What everyone, my detectives included, has to understand about wires is this: They are no joke. Wires are a seriously powerful tool (which is why for example the FBI took them very seriously in the 70's/80's and used them to seriously hurt LCN in New York) and that is the way we are going to approach it too. I know that a lot of you in the community have complained in the past about the LSPD's DB incapability to do a lot of damage specifically to non-open criminal factions (so discount gangs and motorcycle clubs for a moment) because it is extremely difficult to effectively identify a faction's chain of command through surveillance unless they openly advertise it. That being said, this is the tool that levels the playing field. This is not going to make the police department (or any other investigate entity) overpowered. If anything, this merely levels the playing field. All those conversations you're purposely having inside buildings now because you know there's nothing the LSPD/LSSD/SABI can do about it? That time is over. This forces you, the criminal roleplayer, to always be on your toes. This forces you to think twice about what is safe and what isn't. To give you an example of what wires are useful for, I'll bring up the most basic thing. Buy busts. You've heard about them, right? For those of you who don't know, a buy bust is when an officer in plain clothes approaches you, the criminal, to buy contraband from you. Previously we were very apprehensive about doing these types of operations, because officer safety (as it should be) is one of our number one priorities. Wires however give us the ability to, in real time, listen in to what the officer is doing instead of relying on texts or calls to know how they're doing. This tool has been widely available to police departments in the US (and probably across the globe as well) and it will simply function as something that will level the playing field. What is the point to playing a high level LCN character when you know that the LSPD can't physically ever do anything against you not because of incompetence, but because the script simply doesn't support it? There is only so much cosmetic fear you can roleplay without it getting dull and not feeling like you genuinely might be at risk. TL:DR - To some of you this tool might seem very minute and to others it might look overpowered. Both sides I get. If you're an associate then you probably won't care about this addition - and rightfully so, because it's not really meant to have an effect on you. This tool is there for police detectives to have the ability to bring the hurt to faction middle management and leaders - which is something I believe both sides have been waiting for for a long time. IF you can't tell, I'm personally very excited about this addition because I know that it will finally give the police department the IC ability to start genuinely ramping up investigations. In turn, I know this will bring many more people to the detective career path and will hopefully result in a more active police department detective bureau - something that the entire server will benefit from. If you are worried about usage of wires, you can find reassurance in this: In the Los Santos Police Department, using a wire illegally will simply not be allowed, period. I will put an OOC restriction on it because the tool is too powerful to be abused. The only times that people will be using wires will be to either wire up a police officer during a buy bust, to wire up a confidential informant (which we always OOCly vet with LFM/IFM to ensure they have IC reasons to rat instead of just OOC) or to wire up a business for which a warrant has obtained. If there are any further questions, please let me know. I do not want any of you to be confused/concerned about our wire usage. I am personally very invested in it (because I roleplay a detective as well) and will not accept any abuse of the tool.
    1 point
  21. what's the point? turning GTAW into more of a racing game? it already is. and you can see/hear the change in gears when you're driving. why put in all the work to add manual when you should be RPing, not playing some car simulator.
    1 point
  22. Take it far! Proud of you, Oaksie ♥️
    1 point
  23. Xtreme Gamers Roleplay, my own portuguese roleplay community. Moved to LS-RP. Took a 2-3 years break. Now here.
    1 point
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